# Competitive Scoring Rules This document explains how the competitive scoring system works in OpenFront team matches. It is intended for tournament hosts, players, and casters. --- ## How to Enable In a **private lobby**, toggle **"Competitive Scoring"** in the options section. This option only appears when the game mode is set to Teams. --- ## Overview Each match awards up to **100 points** per team, split across three categories: | Category | Max Points | What It Measures | | --------------- | ---------- | ------------------------------------------ | | Max Tiles | 60 | Peak map control during the match | | Crown Time | 30 | How long your team held the most territory | | Final Placement | 10 | How long your team survived | The team with the most total points finishes **#1 on the competitive scoreboard**. The actual game winner is still determined by normal game win conditions (territory threshold / timer), so the match winner and competitive #1 can differ. --- ## Category Breakdown ### 1. Max Tiles (60 points) This is the **highest percentage of the map your team controlled at any point** during the match. It does not matter if you lose that territory later — only your peak matters. Teams are ranked by their peak tile percentage, and points are awarded by rank. ### 2. Crown Time (30 points) The **Crown** belongs to whichever team currently controls the most tiles on the map. All members of the crowned team display a crown icon. Crown Time tracks how long your team held the crown during the match, as a ratio of total game time. A team that held the crown for half the match has a crown ratio of 50%. Teams are ranked by their crown ratio, and points are awarded by rank. **Attacking the crown team grants a 25% troop bonus**, encouraging teams to contest the leading team rather than expand passively. ### 3. Final Placement (10 points) This is based on elimination order. - Teams that are eliminated earlier place lower. - If multiple teams are still alive when the game ends, those surviving teams are ordered by their **current tile count at game end** (higher tiles = better placement). Only the top 5 teams receive placement points. --- ## Point Tables **Max Tiles (Top 10)** | Rank | Points | | ---- | ------ | | 1st | 60 | | 2nd | 54 | | 3rd | 48 | | 4th | 42 | | 5th | 36 | | 6th | 30 | | 7th | 24 | | 8th | 18 | | 9th | 12 | | 10th | 6 | **Crown Time (Top 10)** | Rank | Points | | ---- | ------ | | 1st | 30 | | 2nd | 27 | | 3rd | 24 | | 4th | 21 | | 5th | 18 | | 6th | 15 | | 7th | 12 | | 8th | 9 | | 9th | 6 | | 10th | 3 | **Final Placement (Top 5)** | Rank | Points | | ---- | ------ | | 1st | 10 | | 2nd | 8 | | 3rd | 6 | | 4th | 4 | | 5th | 2 | --- ## Tie-Breaking If two or more teams have the same value in a category (e.g., identical peak tile percentage), they share the better rank and both receive the same points. The next rank is skipped. **Example:** If two teams tie for 1st in Crown Time, both receive 30 points. The next team gets 3rd place (24 points), not 2nd. --- ## How the Crown Works - The crown is assigned to the **team** with the highest total tile count (not individual players). - Bot team does not count toward competitive crown/score metrics. - **All members** of the crowned team display the crown icon, making the leading team highly visible. - The crown updates throughout the match as territory changes hands. - Crown time only counts during active gameplay (not during spawn phase). --- ## In-Game UI ### During the Match The **Team Stats panel** has three views you can cycle through: 1. **Control** — Current tile %, gold, max troops 2. **Units** — Launchers, SAMs, warships, cities 3. **Competitive** — Current tile %, peak tile %, crown time In the current UI, crown time is shown in the **Competitive** view. ### At Match End When competitive scoring is enabled, the **win screen** displays a score breakdown table showing each team's points in all three categories and their total score. --- ## Example Scenario A Trios match with 4 teams ends with these results: | Team | Peak Tiles | Crown Ratio | Eliminated | | ------ | ---------- | ----------- | -------------- | | Red | 35% | 45% | Winner | | Blue | 28% | 30% | 3rd eliminated | | Teal | 22% | 20% | 2nd eliminated | | Purple | 18% | 5% | 1st eliminated | **Scoring:** | Team | Tiles Pts | Crown Pts | Place Pts | Total | | ------ | --------- | --------- | --------- | ------- | | Red | 60 | 30 | 10 | **100** | | Blue | 54 | 27 | 6 | **87** | | Teal | 48 | 24 | 4 | **76** | | Purple | 42 | 21 | 2 | **65** | Red dominated all categories. But consider a different scenario where Blue held the crown longer than Red: | Team | Peak Tiles | Crown Ratio | Eliminated | | ------ | ---------- | ----------- | -------------- | | Red | 35% | 15% | Winner | | Blue | 28% | 50% | 3rd eliminated | | Teal | 22% | 30% | 2nd eliminated | | Purple | 18% | 5% | 1st eliminated | | Team | Tiles Pts | Crown Pts | Place Pts | Total | | ------ | --------- | --------- | --------- | ------ | | Red | 60 | 24 | 10 | **94** | | Blue | 54 | 30 | 6 | **90** | | Teal | 48 | 27 | 4 | **79** | | Purple | 42 | 21 | 2 | **65** | Here Blue nearly catches Red despite losing the match, because Blue held the crown for much longer. This rewards sustained dominance, not just final snowball. --- ## Why This System? The old system scored teams only on Max Tiles Owned (peak map control). This meant: - Early aggression was disproportionately rewarded - Once a team peaked, the match scoring was effectively decided - There was no incentive to contest the crown or coordinate attacks on the leading team - Comebacks were strategically meaningless The multi-metric system fixes this by making three different skills matter: - **Max Tiles** rewards macro expansion and map control - **Crown Time** rewards sustained dominance and encourages teams to contest the leader - **Final Placement** rewards survival and makes late-game play meaningful